• DocumentCode
    1931069
  • Title

    Distribution of a world space for real-time 3D applications

  • Author

    Heitbrink, David A. ; Makki, Sam K.

  • Author_Institution
    Dept. of Electr. Eng. & Comput. Sci., Toledo Univ., OH, USA
  • Volume
    1
  • fYear
    2006
  • fDate
    16-19 May 2006
  • Lastpage
    232
  • Abstract
    Due to limited resources, a single game server used in video game/simulation applications can host a limited number of clients in a single world space. In recent years, distributed systems have been used to reduce this limitation. Most of these recent systems do not enable interconnectivity between the game servers over the Internet. We propose an architecture that will enable server interconnectivity over the Internet. Our proposed scheme assigns segments of the simulation´s world space to different servers. This scheme is seamless and transparent to the end users. The proposed scheme was tested on a popular open-source video game. To evaluate our system, the communication between the clients and the server side was monitored. A decline in the bandwidth usage on a per server basis was observed, suggesting that our system could effectively distribute a video game server.
  • Keywords
    client-server systems; computer games; computer graphics; Internet; distributed systems; real-time 3D application; video game application; video game server; video simulation application; Application software; Computational modeling; Computer science; Database systems; Games; Internet; Layout; Testing; Toy industry; Web server;
  • fLanguage
    English
  • Publisher
    ieee
  • Conference_Titel
    Cluster Computing and the Grid, 2006. CCGRID 06. Sixth IEEE International Symposium on
  • Conference_Location
    Singapore
  • Print_ISBN
    0-7695-2585-7
  • Type

    conf

  • DOI
    10.1109/CCGRID.2006.35
  • Filename
    1630820